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#21 | |
Join Date: Dec 2007
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Specifically a character like that may be able to think of reasons why their murderous boss would be very upset that they didn't take him alive, explain that discharging their weapons in this location has a very high chance of causing an explosion, or just calmly say "I seem to be vastly outnumbered and yet I don't feel worried at all. Why is, that, do you suppose?" Last edited by David Johnston2; 05-05-2016 at 03:10 PM. |
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#22 |
Join Date: Jul 2014
Location: New Zealand.
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Two cinematic examples that leap to mind about a smaller person being intimidating are Ben Kingsley's character in "Sexy Beast" and Finch in "Person of interest" when he imitated a mercenary off the cuff.
Edit How did I not think of the Doctor
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn Last edited by (E); 05-05-2016 at 03:19 PM. |
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#23 | |
Join Date: Jun 2013
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Simply showing no apparent fear can go a long way, and a guy with Will 19 can manage that in spades. His small investment in the Intimidation skill means he knows how to leverage his eerie calm to make people think "Yeah, do not want to screw with that guy." In the web serial Zombie Knight, the main character successfully used Intimidation against a foe who surpassed him by so much it makes the 25-goons-vs-weakling look like a fair fight in comparison. He tried to back it up with some Acting, but actually failed that - his opponent knew he was lying, but was so put off by Hector's complete and utter lack of fear that he wasn't willing to take the risk that he might be wrong. In GURPS terms, Hector actually has a high Will and pretty decent ranks in Intimidation (most of which are justified as natural talent - his habit of speaking quietly and slowly due to nervousness actually makes him seem terrifying to many).
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#24 |
Join Date: Jan 2010
Location: Brighton
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While I certainly agree attitude and behaviour is a huge part of it, I'd count that attitude and behaviour as basically what most of the intimidate skill is in fact. Intimidate is also one of those skills that has a lot of related ads and dis-ads for a good reason. But I'd also argue realistic intimidation has to be plausible, and specific to the situation.*
More over not all situations were intimidate is successfully used in real life is against people who are actually fully committed to doing the intimidator harm, a lot of it is warding off casual opportunism (but this is handled by situational mods) Game wise very high stats will give you weird results, Will defaulting to IQ also potentially gives you weird results. All else being equal smarter people are not inherently more intimidating (or several other things that Will gives you). Of all the default attributes IQ/Will is the one I tend to decouple and vary the most in my games. That said if you running IQ19 your already in pretty cinematic territory and well cinematic covers lots of tropes were less physically capable but fast talking smart heroes intimidate their way out of situations were realistically they'd just get their head kicked in or shot off (but that's no good for story progression or entertaining characterisation of course). *the reality is I tend to quite often leverage intimidation off different stats and/or apply lots of mods depending on the situation. It is very setting dependent though. In a cinematic campaign yes the space barbarians will stop to listen to The Time travelling medical practitioner's manic banter and be cowed by it. If he accidentally warps into are more realistic C10th campaign setting maybe he just gets his head spilt before he finishes his first sentence Last edited by Tomsdad; 05-05-2016 at 05:27 PM. |
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#25 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#26 | |
Join Date: Jan 2010
Location: Brighton
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But as I said IQ/Will19 is pretty cinematic. (and TBF there are some alternative default rules that can mitigate this) I guess my ultimate point to the OP is as the GM if you don't like it apply mods until you get to place where you are comfortable! |
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#27 |
Join Date: Feb 2005
Location: Berkeley, CA
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The way I interpret intimidate, which is not really RAW, is that intimidate requires a threat (which need not be physical), and successful intimidate helps choose an appropriate threat, and adjusts how credible people think the threat is.
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#28 | |
Join Date: Aug 2005
Location: Portland, Oregon
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#29 | |
Join Date: Jul 2012
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I should have clarified the “looking ready to fight” since bravery and willingness to hurt people are not always the same thing, although the issue I have with that example comes from another direction – published adventures tend to have generic goons without covering what they do or don't respect. In that scenario I am working backwards, the logic goes “Successful Intimidate = Good reaction. Under these circumstances they should not be scared, but impressed is more plausible.” This would be making the goon boss respect courage retroactively to justify the Good reaction. I would disagree with that analogy about Guns and sneezing: your description of Guns covers your actions, whereas your description of Intimidate describes someone else's reactions. I also think if Intimidate is only capable of scaring people (and not impressing them), that would undercut Intimidate by making it less useful as a skill because it would force penalties more often (although I made a mistake, I didn't realise Influence skills were always Quick Contests). However, I do like the idea of a compliment being a face-saving way to back down. |
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#30 |
Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
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This situation is why I restrict attributes to 15 for realistic campaigns.
For a cinematic game, that's a different story. A guy with an IQ of 19 has a default streetwise at expert level. He would know who these thugs respect and what names to drop to make it clear he shouldn't be messed with. The intimidation roll is just to make it seem believable. |
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